Hugo Locurcio (@HugoLocurcio) header
Hugo Locurcio (@HugoLocurcio) profile picture

Web and infrastructure developer for @godotengine. Former student at @UTTroyes.

Troyes, France
Joined June 2015
Photo by Hugo Locurcio (@HugoLocurcio)Photo by Hugo Locurcio (@HugoLocurcio)Photo by Hugo Locurcio (@HugoLocurcio)Photo by Hugo Locurcio (@HugoLocurcio)Photo by Hugo Locurcio (@HugoLocurcio)Photo by Hugo Locurcio (@HugoLocurcio)Photo by Hugo Locurcio (@HugoLocurcio)Photo by Hugo Locurcio (@HugoLocurcio)Photo by Hugo Locurcio (@HugoLocurcio)
New in #godotengine 4.3: Collision and path gizmo colors are now consistent between the editor and running project. This paves the way to custom color support for CollisionShape3D (not implemented yet), as it already works in a similar fashion in 2D.
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New in #godotengine 4.3: The editor native shader source visualizer now uses CodeEdit, enabling features such as the minimap. Its appearance was also tweaked to follow the script editor's 🖌️ Before (left), after (right):
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For reference, this tool lets you see the native GLSL code generated from a shader, with the core shaders included. It's mostly a troubleshooting tool which can be used to check for the "real" shader complexity. You can access it on a material's inspector with the toolbox icon:
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New in #godotengine 4.3: Generated BaseMaterial3D shaders are now formatted according to the Godot shaders style guide. They also contain comments indicating which options were enabled at the time of converting them 📃 Before (1st/3rd), after (2nd/4th):
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This was done by manually adjusting the generated shader code, but also refactoring it to use C++11 raw literals. As a bonus, this leads to fewer string concatenations, which should make the shader source code generate slightly faster. Before (left), after (right):
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New in #godotengine 4.3: Command line help is now colored, making it easier to visually parse 🎨
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This particularly helps with descriptions that span multiple lines, since continuation lines for an option are now displayed in a different color.
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PS: Did you know Godot provides shell completion files for Bash, zsh and fish? You can find them here: github.com/godotengine/godot…
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New on #godotengine website: Recent blog posts (less than 48 hours old) are highlighted and have a "new" badge displayed on the homepage and the article page. You can see this in action on today's 4.3.dev3 post 🙂
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Over the last month, I've been testing how well Dinosaur Planet behaves with the latest community fixes and experimental 60 FPS patches. I can now confirm it's possible to play the game at 60 FPS until the credits screen (with a few caveats)! #dinosaurplanet #starfoxadventures
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The game is in a much more stable state than it was in 2021-2022. I've been able to complete more than half of the game with zero crashes. A lot of effort has been made! Here's a sampler of what it looks like with HQ models and shadows also enabled: youtube.com/watch?v=D__OOnxW…
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I wrote a setup guide along with known issues: dinosaurpla.net/Main/How-to-… I also improved many of the existing wiki pages while I was at it. Thanks to retroben and theboy181 for providing 60 FPS cheat codes 🙂
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New in #godotengine: There is now a documentation page for minimum/recommended system requirements, both for the engine and a baseline for exported projects 💻
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New in #godotengine 4.3: "Open in Terminal" context menu action for quick access to a terminal within the FileSystem dock. This can be used on folders or files (to open their containing folder). All desktop OSes are supported; you can choose the terminal in the editor settings.
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I've published 1.2.0 of my #godotengine debug menu add-on, which adds support for indicating FSR2 upscaling! There's also support for indicating the use of Direct3D 12, Metal, ANGLE, OpenGL ES on Linux and custom rendering drivers.
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I also have a WIP implementation of a core port of the add-on, which will make it easier to use this debug menu in any project (and with less overhead at higher FPS). Note that it doesn't have graph drawing yet. github.com/Calinou/godot/tre…
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